Instant slay. Unlike full vampires, when reduced to zero HEALTH, a vampire spawn is instantly slain, dissolving in a mess of blood.

Sunlight. Every turn that a vampire spawn begins in direct sunlight, she suffers 1d6 fire damage. Even when not in direct sunlight, vampires suffer -2d6 to all dice pools during daylight hours.

Apotropaics. Certain items can ward off a vampire spawn. Good holy items, and garlic, inflict a -1d6 die penalty to any attribute check made by a vampire spawn vampire if within 10' of the offending object. This also causes considerable discomfort to a vampire spawn.

Invitations. Vampire spawn cannot enter a private dwelling without an invitation from somebody who lives there. Once an invitation has been extended, a vampire spawn may enter freely thereafter.

Preternatural celerity. Vampire spawn can move incredibly fast. Once per round, on its turn, a vampire spawn can move its SPEED as a free action, appearing as little more than a blur to onlookers.

Spiderclimb. Vampire spawn can scale vertical surfaces as though they were horizontal. Vampire spawn gain a CLIMB speed equal to their regular SPEED.

Blood drain. A bite attack allows a vampire spawn to sink its teeth into its victim and drain its blood. This reduces the victim's END dice pool by 1d6 but does not do normal damage. When the dice pool reaches 0d6, the victim is slain. A creature slain by the drinking of its blood by a vampire rises three days later as a vampire under its creator's control. It remains forever under the control of its creator unless its creator is destroyed. The spawn is considered permanently Dominated by its creator (see Conditions).